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o_0
Then yes, the apprentice is gone for good.
I had no idea there was a clock
so its you lose a apprentice in combat, or lose one when the clock runs out
.... wish I had skipped this dlc
its this dumb super demon clock thing and the weird pentagram floating over all the resources making it hard to allow your apprentices to move lodges to new areas to keep up your economy.... gonna turn this dlc off
The Demon Lords add more of these nudges. Sa'Hrul is merely very explicit about this. Other Demon Lords nudge the player by making their surroundings worth 50% less, so you are heavily incentivized towards completing those quests. It helps that completing these quests gives you excellent rewards in the form of items and positive relations with the Circle Mages (which is probably the most impactful reward).
And Sa'Hrul is really weak. You can beat him with apprentice's starting stack of units in almost all cases (not really recommended since you might lose some of them, but it's possible). The other Demon Lords are tougher.
Feels to me like sucker punch game design and reminds me of cheap jump scares in movies.
Since you can turn this specific event off that's of course what I do.
It's shocking once it happens, but then if you look at the timer (on the effects+status page of the apprentice unit) you get 60 turns to get it done, which is happening at like what, turn 90? By that point you can utterly smoke that guy unless you are getting creamed by high difficulty, in which case congrats, you are getting challenged in a 1p by AI!
https://steamcommunity.com/sharedfiles/filedetails/?id=3315752636
I did get a shock when both the demon and a doppelganger teleported to either side of my apprentice though.
I killed another one of the Demon Lords and even though he was different (seemed way more powerful) he also had a strength of 666.